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The very idea was that handing them to sectors avoids the Influence maintenance.
However on the flipside it does seem to be abusing the system.
Personally I think the sector management needs review. At present it feels clunky You can't expand without using sectors; but at the same time buliding up worlds is done best manually with micro - and 10-20 worlds isn't too hard for a human to manage at once in a game of this nature. But you can't manage more than 5 at a time - and (esp if you've got slow reproducing people) it can take a long while to get the needed population to allow you to expand a world manually so you have to use sectors otherwise you'll get overtaken in empire size.
At present it feels this area and that of influence is a bit clunky and not as streamlined as other areas of the game .
It's clunky because you might get one world rich in minerals and another rich in research but if they wind up in the same area you might have to sector them together; but the sector management will only allow for a focus of one type.
In general the planets and resource options are such that this game doesn't really lend itself to a single world having a very dedicated focus unless its a very barren world in terms of resource tile content.I feel as if a better method would be to allow us to set a rough policy for each world within a sector or to adjust how many worlds we can directly control.
The way I see it sectors are well setup for late game and large empires where you only need general input; whilst they are poor for early to mid-game where the player has enough time to dedicated to planet micro and where resource gains or losses are a bigger issue and thus micro is more appealing to the player.
At present the only way to do that is to keep cycling worlds in and out of sectors to manage them dirctly whilst setting sectors to not perform any management changes (or at least to be uanble to change established building types once they are put down) .
But if one planet is rich in minerals and another rich in research, if you set sectors to respect tile bonuses they should build mines on the mineral rich planet and research stations in the other planet.. technically at least
I'd hate to try to OCD manage all my worlds with them all spamming me about unemployment or upgrade this or that.
I've started to treat Sectors as flexible planets. Kinda like in a city builder you have to be okay demolishing structures you built two hours ago to meet the needs of the large planned community you just created. If a place is pumping out good research, but it's potential is not as good as another sector that's younger, I just switch specialties, seed both sectors minerals and off they go, replacing those pesky blank tiles with whatever I told them to do.
They key is tossing them MINERALS more than energy. Once they clear the tiles, they don't need a reserve of energy. In fact all my sectors have hit the energy cap, as has my empire it self.
*insert witty if crass comment on how Hitler was allowed to control tactical battles in the war-room - even though he oft made bad choices*
Goveners might not do exactly what you want; but at the same time I can still put a group of planets under a sector and have them not build anything by simply manually building worlds up myself prior to sectoring them. However this is impractical game-speed wise.
I totally get that the game isn't supposed to be full micro and I'm not angling to end up with it becoming so micro it ends up like Distant Worlds (which has so much micro that you basically are slaved to automation in many cases). However I feel that the sector controls and setup could be improved to allow for more control over the automation.
Some of the tactical elements also sound like they need adjustment; fleets auto attacking or setting bad target priorities as not a feature so much as just poor automatoin that is showing gaps. Generals most certianly do as they are told unless they have superior ideas and get wins - generals who keep getting losses tend to die (and this game you die pretty quick